| Commit message (Collapse) | Author | Age | Files | Lines |
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viewers.
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as cubes.
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packetpool stats.
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Packetpool code.
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These were neither being returned or in many places reused.
Getting packets from a pool rather than deallocating and reallocating reduces memory churn which in turn reduces garbage collection time and frequency.
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Bullet 2.81
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taint-time specification to new AddForce().
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more rigid. Remove mass calculation for terrain (it should stay a static object).
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improve interactions.
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Update BSDynamics to use same (don't want to delay updates til next taint-time.
Suppress queuing a taint update for position and orientation calls if value
does not change.
Move Bullet timing statistics call from C# back to C++ code.
Throttle taints per simulation step and add parameter to set.
By default, don't create hulls for physical objects. Add a
parameter to turn on and off.
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Properly remove and restore linkage constraints when upgrading
a prim's mesh to a hull.
Lots more debug logging.
Definitions and use of Bullet structure dumping.
Centralize detail logging so a Flush() can be added for debugging.
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This allows different categories of stats to be shown, with options to list categories or show all stats.
Currently categories are scene and simulator and only a very few stats are currently registered via this mechanism.
This commit also adds percentage stats for packets and blocks reused from the packet pool.
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ObjectCommandsModule.TryParseVectorRange() in order to fix mono 2.4.3 compile failure.
This doesn't fail the compile on mono 2.10.8.
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This allows one to delete objects within a certain volume.
See help on console for more details.
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than osSetResponseType
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OSSL_Api.ShoutErrorOnLackingOwnerPerms.
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ClientClosed, OnRemovePresence that any long-running operations should be launched on a thread separate to the event thread.
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prevent an inactive connection being left behind if the user closes the viewer whilst the connection is being established.
This should remove the need to run the console command "kick user --force" when these connections are left around.
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No Avatar Avatar Collisions. This causes avatar to be able to walk through each other as if they're ghosts but still interact with the environment.
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'pushability' av_planted see OpenSimDefaults.ini. Use when you have unruly visitors that rudely push each other around. Still allows a small amount of movement based on the avatar movement PID controller settings. You can increase the spring tension in the PID controller and really prevent any movement if you would like.
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easier for other code to use (e.g. LSL_Api) without having to reference OpenSim.Data just for this.
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is what it actually represents
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value suceed (rather than having to pull the data out and reinsert back into the Dictionary).
Fixes http://opensimulator.org/mantis/view.php?id=6338
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bucket slot for RLV, notify the viewer about inventory folder updates.
The viewer would not see the folder move without this, either on accept or decline.
This commit also updates the TaskInventoryOffered message to better conform with the data LL uses
Changes are, agentID is prim owner rather than prim id, agent name is now simply object name rather than name with owner detail,
message is just folder name in single quotes, message is not timestamped.
However, folder is not renamed "still #RLV/~<name>". Long term solution is probably not to do these operations server-side.
Notes will be added to http://opensimulator.org/mantis/view.php?id=6311
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update. There should be a better way to indicate which properties have changed that is non LLUDP-centric
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triggers when creating, duplicating or loading from database, incoming attachments, etc
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Also refactors more of ObjectCommandsModule to remove duplicate code
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This allows you to display details of all objects in a given bounding box.
Values parts of the co-ord can be left out as appropriate (e.g. to get all objects between the ground and z=30.
See "help show object pos" for more details.
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packet directly) to reference OpenSim.Region.ClientStack.LindenUDP.
This time I actually properly did a clean build
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simulator console commands
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in Scene.
This is to resolve previous build break.
This unnecessarily but harmlessly reads and sets the parameter multiple times - scene was doing the same thing.
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OpenSim.Region.Clientstack.Linden.UDP
This is to allow it to use OpenSim.Framework.Monitoring in the future.
This is also a better location since the packet pool is linden udp specific
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Fixes Mantis #6327
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rather than m_log
This should really be happening for all console commands (though many don't).
However, things might get difficult if both a console command and other code invoke the same paths.
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Not yet used.
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monitoring module.
This increments a SlowFrames counter if a frame takes over 120% of maximum time.
This commit also introduces a generic OpenSim.Framework.Monitoring.Stat which is available to any code that wants to register a statistic.
This is more granualar than asking objects to create their own reports.
At some point this will supersede earlier IMonitor and IAlert facilities in MonitoringModule which are only available to scene code.
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This introduces expected contact point hints to the ODE Collider to better determine when to throttle updates as excessive. This /should/ smooth physics objects out again, however, I cannot know every configuration of OpenSimulator, so I'm requesting that testers please examine this change on their build.
Thanks!
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with wearables. The fact that this hasn't caused problems earlier
suggests either that no one is using multiple layers of wearables or
that this code is useless because the assets are coming in with the
wearables request.
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Conflicts:
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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to control the reporting of a new angular velocity. I think that this could be here for one of two reasons, 1. vehicles and llMoveToTarget with axis lock, or 2. To attempt to make things look more stable in the physics scene then they really are, however, this also really affects the angular velocity reporting negatively causing things to spin wildly and jump back into place repeatedly. To compromise, if the prim is a vehicle or is being used as a motor target, the original functionality is still applied. If that's not the case, angular velocity is reported with a linear velocity of 0.02m/step. To be clear on the effect of the physical world... When you push things, there's still a lag time where you walk into the object but once the object is in motion, it begins to move as you would expect so results in slightly more realistic motion.
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